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Npc Modes
Jordan edited this page Oct 25, 2023
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1 revision
Npcs operate in the game based on their current set mode. Npc modes are processed every game tick if currently set. The following are the available modes that can be set on an npc depending on the interaction being developed.
Name | Description | Example | Pointers |
---|---|---|---|
null | The default mode of the npc as set by its config. | npc_setmode(null); |
|
none | The npc literally does nothing. Useful for dying for example. | npc_setmode(none); |
|
wander | The npc randomly wanders around their starting coord. | npc_setmode(wander); |
|
patrol | Patrol walk between a list of coords. | npc_setmode(patrol); |
|
playerescape | Retreat from its target. Walks back to its starting coord and sets mode to null automatically. |
npc_setmode(playerescape); |
|
playerfollow | Follow its target. Useful for pets for example. | npc_setmode(playerfollow); |
|
playerface | Face its target while within maxrange distance set by its config. | npc_setmode(playerface); |
|
playerfaceclose | Face its target while within within 1 tile distance. Useful for when chatting to an npc. | npc_setmode(playerfaceclose); |
|
opplayer1-5 | Ai mode [ai_opplayer1-5,_] script. Operable interaction. |
npc_setmode(opplayer5); |
Npc, Player |
applayer1-5 | Ai mode [ai_applayer1-5,_] script. Approachable interaction. |
npc_setmode(applayer2); |
Npc, Player |
oploc1-5 | Ai mode [ai_oploc1-5,_] script. Operable interaction. |
npc_setmode(oploc3); |
Npc, Loc |
aploc1-5 | Ai mode [ai_aploc1-5,_] script. Approachable interaction. |
npc_setmode(aploc1); |
Npc, Loc |
opobj1-5 | Ai mode [ai_opobj1-5,_] script. Operable interaction. |
npc_setmode(opobj3); |
Npc, Obj |
apobj1-5 | Ai mode [ai_apobj1-5,_] script. Approachable interaction. |
npc_setmode(apobj1); |
Npc, Obj |
opnpc1-5 | Ai mode [ai_opnpc1-5,_] script. Operable interaction. |
npc_setmode(opnpc4); |
Npc, Npc2 |
apnpc1-5 | Ai mode [ai_apnpc1-5,_] script. Approachable interaction. |
npc_setmode(apnpc2); |
Npc, Npc2 |